• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

DLSS 4 (the new Super Resolution and Ray Reconstruction models) will be compatible with ALL RTX GPUs

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Nah the APP, because I got the impression when it came out that its meant to replace both these in the long run.

The App replaced Geforce Experience. (Which is a good thing cuz GFE was horrible)
Control Panel is still the same and aint going nowhere..
As long as Orb stays alive then Inspector will keep getting updated. (Its on Github so even if they died im sure someone would take over the project).
 

PaintTinJr

Member
Console is really a scam if you think about it... RTX20 is receiving the new features but to get the PiSSeR you need to burn $700 and the customers who bought a base Ps5 get the finger... and it isn't even worth it.
It isn't if you actually listened to how the solutions work and differ.

All RTX cards have a dedicated AI hardware that gets fractionally used by DLSS because at least 90-95% of rendering time is allocated to the native renderer on the shader hardware, so that dedicated AI hardware sits idle(for 90%) in between waiting to do a 1-2ms upscale.

By comparison the CNNs on the Pro hardware run as specialist tasks on the generic WGPs, so when PSSR runs for 1ms the hardware isn't idle in between, but doing the previous work and then task switching.
 
It isn't if you actually listened to how the solutions work and differ.

All RTX cards have a dedicated AI hardware that gets fractionally used by DLSS because at least 90-95% of rendering time is allocated to the native renderer on the shader hardware, so that dedicated AI hardware sits idle(for 90%) in between waiting to do a 1-2ms upscale.

By comparison the CNNs on the Pro hardware run as specialist tasks on the generic WGPs, so when PSSR runs for 1ms the hardware isn't idle in between, but doing the previous work and then task switching.
Wait, I thought PS5 Pro had dedicated Tensor cores for PSSR?

If they're using WGPs for PSSR, then this sounds like the good ol' FSR, which should also run on regular PS5 (kinda like XeSS with DP4a).
 

Lokaum D+

Member
you saying that my old RTX 2060 has some life in it ?


Sacha Baron Cohen Thumbs Up GIF by Amazon Prime Video
 

PaintTinJr

Member
Wait, I thought PS5 Pro had dedicated Tensor cores for PSSR?

If they're using WGPs for PSSR, then this sounds like the good ol' FSR, which should also run on regular PS5 (kinda like XeSS with DP4a).
No, the alterations to the WGPs mean that the feature set can't be provided by the PS5 even if they scaled everything right down. The 300TOPs figure comes from them doing 3x calculations of an inference per clock IIRC and then doing INT8/INT4 quantised CNNs, which again would require the PS5 OG to do as INT16 at orders less efficient, and IIRC there's also a ASIC for doing the non-inference scaling.
 
Last edited:
No, the alterations to the WGPs mean that the feature set can't be provided by the PS5 even if they scaled everything right down. The 300TOPs figure comes from them doing 3x calculations of an inference per clock IIRC and then doing INT8/INT4 quantised CNNs, which again would require the PS5 OG to do as INT16 at order less efficient, and IIRC there's also a ASIC for doing the no inference scaling.
So, does PS5 Pro have dedicated hardware (Tensor/Matrix cores)?
 
I don't think PS5 Pro have any dedicated tensor cores. Just slightly modified shader cores for PSSR
The CUs are modified to process additional instructions needed for ML inference.
Hmmm, interesting and maybe a bit disappointing...

nVidia (dedicated Tensor cores) vs AMD (modified CUs) reminds me of the 20-year old discrete pixel/vertex shaders vs unified shaders debate.

In the end unified shaders won, but I'm not sure if Sony/AMD PSSR/FSR4 approach will win in the end...
 
So, does PS5 Pro have dedicated hardware (Tensor/Matrix cores)?

Yes and No, no in the sense of what you expected, ie a separate piece of silicon or completely separate areas of the SOC die, but yes in the sense of the WGP's have been engineered to provide 300TOPS of ML compute, and Cerny explains the reason is efficiency, if they had to go outside the WGP's bandwidth would have to be higher and a very light workload had the potential to bottleneck the entire system.
 

Zathalus

Member
I wonder if this DLSS 4 (not frame generation) would run on Turing and Ampere. The new Blackwell architecture is impressive on the ML front with the 5070 having ~500 INT 8 TOPs, which is significantly more than the 3090.
 
I wonder if this DLSS 4 (not frame generation) would run on Turing and Ampere. The new Blackwell architecture is impressive on the ML front with the 5070 having ~500 INT 8 TOPs, which is significantly more than the 3090.
Blackwell also supports FP4, so if DLSS4 utilizes less accuracy, it won't be possible.
 

Zathalus

Member
Mistake on my part, I said if but meant how well. We know DLSS 4 runs on all RTX GPUs, I wonder if the new model is heavier to run though, at least on those older RTX architecture.
 
Last edited:

Buggy Loop

Gold Member
I wonder if this DLSS 4 (not frame generation) would run on Turing and Ampere. The new Blackwell architecture is impressive on the ML front with the 5070 having ~500 INT 8 TOPs, which is significantly more than the 3090.

It's confirmed that it does

I'm sure you saw this chart?

nvidia-dlss-4-feature-chart-breakdown.jpg


The Nvidia tech marketing manager on twitter posted the difference of performance loss between the two models, CNN & Transformer

dlss-super-resolution-with-new-transformer-model-horizon-v0-4zzl1h6j2qbe1.png


" Yes, it is a little heavier, but the loss must be small, less than 5%"

If it runs on Turing's old tensor cores which had no concurrency with shading pipeline, it's not a problem for any architectures afterwards.

The best of Turing's tensor core performances was 89 TOPs. Ampere bitchslaps that, even the Tegra Orin architecture and the estimates of Switch with 48 Tensor cores would hover at ~100 TOPS

The thing is the new model looks so good that you can effectively go into maybe even lower tiers of DLSS and gain performance. If you were fine with DLSS Quality, you can probably go down to DLSS Balanced if not performance and see equivalent results.

We'll see soon enough, day 0 of Blackwell launch we can inject the new DLSS 4 into all DLSS 2 titles.
 
Last edited:

Zathalus

Member
It's confirmed that it does

I'm sure you saw this chart?

nvidia-dlss-4-feature-chart-breakdown.jpg


The Nvidia tech marketing manager on twitter posted the difference of performance loss between the two models, CNN & Transformer

dlss-super-resolution-with-new-transformer-model-horizon-v0-4zzl1h6j2qbe1.png


" Yes, it is a little heavier, but the loss must be small, less than 5%"

If it runs on Turing's old tensor cores which had no concurrency with shading pipeline, it's not a problem for any architectures afterwards.

The best of Turing's tensor core performances was 89 TOPs. Ampere bitchslaps that, even the Tegra Orin architecture and the estimates of Switch with 48 Tensor cores would hover at ~100 TOPS

The thing is the new model looks so good that you can effectively go into maybe even lower tiers of DLSS and gain performance. If you were fine with DLSS Quality, you can probably go down to DLSS Balanced if not performance and see equivalent results.

We'll see soon enough, day 0 of Blackwell launch we can inject the new DLSS 4 into all DLSS 2 titles.
Yes, I corrected my post after that. I was wondering the performance cost and how that will impact lower tier and older architectures. 5% on what is the question? 5% on a 4090? 5% on a 2060?
 

Buggy Loop

Gold Member
Yes, I corrected my post after that. I was wondering the performance cost and how that will impact lower tier and older architectures. 5% on what is the question? 5% on a 4090? 5% on a 2060?

5% on model

Like take the gain of any RTX DLSS gains from native and chop off 5%. Pick a 2060's DLSS vs native results, bye bye 5% of that gain. They didn't make a new model just to go from 5% on a 4090 and up to 75% on a 2060 and then say that 2000 series support the new model. It wouldn't make sense to even think of implementing it then.

We've seen 2.x.x and 3.x.x versions also that had this kind of impact depending on game implementations and how much it was removing ghosting. So it's virtually no loss. We're talking in the range of 1~3 fps.
 
Last edited:
Nvidia are always 2-3 steps ahead of everyone else. I can see why AMD chickened out last night. They probably got wind of Nvidia's announcement(s) and decided to play reactive as they've always done in the GPU market and waited for prices before coming up with their own strategy.

This,
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
So, that means we'll be able to force the new Transformer model onto, say, RDR2 from the Nvidia App and enjoy its superior clarity versus DLSS 2?
Yeah. As long as the game already supports any form of DLSS, DLSS 4 and it's new model will be available to use on that game.

bTACAUM.gif


todd-howard-it-just-works.gif
 
Last edited:

Buggy Loop

Gold Member
Yeah. As long as the game already supports any form of DLSS, DLSS 4 and it's new model will be available to use on that game.

DLSS is so fucking OP

If you had told Turing owners in 2020 that it would go from DLSS 1 (barf) to DLSS 4 on same tensor cores, nobody would believe you.

edit - I think you can only swap .dll file if the game supported DLSS 2 and above. Far as I know, the old games using DLSS 1 can't be updated? Or there's a mod for that?
 
Last edited:

Buggy Loop

Gold Member
That's incredible! Can't wait to test how it does on Final Fantasy XV, which was among the first titles to support DLSS back in 2018.

I think, unless someone finds some obscure mod I was not aware of, that you cannot upgrade DLSS 1 games. DLSS 1 was completely different than the following tech.

Anything DLSS 2 & 3 can be upgraded with any versions of the .dll file though, that is 100% certain.
 

rofif

Can’t Git Gud
People already don't understand what DLSS 2 and dlss 3 is...
so we get asmongolds happy how wukong is running 100fps for him and having no idea he has FG turned on.
Now he will think he is playing 300 fps lol
 

PaintTinJr

Member
Hmmm, interesting and maybe a bit disappointing...

nVidia (dedicated Tensor cores) vs AMD (modified CUs) reminds me of the 20-year old discrete pixel/vertex shaders vs unified shaders debate.

In the end unified shaders won, but I'm not sure if Sony/AMD PSSR/FSR4 approach will win in the end...
The stacked cache bandwidth discussion tells me it has already won out because when 1ms is the fraction of utilisation the silicon gets in a 8ms, 16ms or 33ms frame and to divide and conquer the bandwidth requirement, and handle the latency constraints the CNNs need to tile across WGP caches it just sounds counter productive in terms of design to be building more powerful, more expensive and more wasteful ML accelerators with more wasteful highspeed interconnects when you can generalise the functionality with WGPs and a more complex software interface.

Nvidia are going big on frame-gen but in the end they are still stuck with 33ms latency(optimal 30fps double buffered latency) from generating fake frames even when the frame-rate is north of 200fps, and at that frame rate the latency should be approaching 1-5ms and have motion fidelity feedback latency of 1-5ms. As the performance of the WGPs eventually allow for higher frame-rates, the ML benefit and the benefit of low latency with native high frame-rate should be delivered together on Sony/AMD because the WGP parallelism will give more stacked bandwidth and more TOPs per ms at a granular level to efficiently interleave with standard rendering which will grow in bandwidth and scale proportionally.
 
Last edited:

kevboard

Member
Any chance MFG can be forced on 40 series cards?

it there is, it will probably have terrible framepacing.

the reason it's 50 seires exclusive is due to a frame sorting hardware feature that the 40 series doesn't have.

so the limiting factor here isn't the tensor cores or optical flow hardware, it's the correct frame pacing being dependent on this new hardware feature.
 

Fess

Member
God bless Jensen
He’s most likely the person who will create Skynet…
But yeah I think he’s currently the absolute top dog in the tech world. He’s owning the stage at events like nobody else. At one time everybody listened to Steve Jobs, some watched Apple’s presentations even though they didn’t plan to buy any of their products. Now it’s Jensen and Nvidia.
 

BennyBlanco

aka IMurRIVAL69
He’s most likely the person who will create Skynet…
But yeah I think he’s currently the absolute top dog in the tech world. He’s owning the stage at events like nobody else. At one time everybody listened to Steve Jobs, some watched Apple’s presentations even though they didn’t plan to buy any of their products. Now it’s Jensen and Nvidia.

I love Nvidia but that conference was practically indecipherable. Bro was rapid firing off buzzwords to the point it was almost meaningless to me and I feel like I know more about this stuff than the average person. Granted I was kinda stoned but he was absolutely going off.

LLAMA NEMOTRON AI HR AGENTS. HERE LOOK AT A WAREHOUSE OF ROBOTS. I LOVE VIRTUA FIGHTER.

Guy was all over the place. Stage presence and aura are through the roof though.
 
Yeah. As long as the game already supports any form of DLSS, DLSS 4 and it's new model will be available to use on that game.

bTACAUM.gif


todd-howard-it-just-works.gif
I'm wondering why Sony cannot do the same with PSSR, but instead game devs have to patch games for the latest PSSR version.
The stacked cache bandwidth discussion tells me it has already won out because when 1ms is the fraction of utilisation the silicon gets in a 8ms, 16ms or 33ms frame and to divide and conquer the bandwidth requirement, and handle the latency constraints the CNNs need to tile across WGP caches it just sounds counter productive in terms of design to be building more powerful, more expensive and more wasteful ML accelerators with more wasteful highspeed interconnects when you can generalise the functionality with WGPs and a more complex software interface.

Nvidia are going big on frame-gen but in the end they are still stuck with 33ms latency(optimal 30fps double buffered latency) from generating fake frames even when the frame-rate is north of 200fps, and at that frame rate the latency should be approaching 1-5ms and have motion fidelity feedback latency of 1-5ms. As the performance of the WGPs eventually allow for higher frame-rates, the ML benefit and the benefit of low latency with native high frame-rate should be delivered together on Sony/AMD because the WGP parallelism will give more stacked bandwidth and more TOPs per ms at a granular level to efficiently interleave with standard rendering which will grow in bandwidth and scale proportionally.
Interesting explanation.

Do you think there's any chance nVidia will follow Sony/AMD's approach and unify those units?

I vividly remember David Kirk defending nVidia's approach of discrete pixel/shader shader pipelines (until G80 was released, lol) and he even defended "fake" graphics (RTX DLSS trickery):
Question: Are GPU architectures and Direct3D evolving toward a design where the distinction between vertex and pixel shaders essentially goes away?—davesalvator

David Kirk: For hardware architecture, I think that's an implementation detail, not a feature.

For sure, the distinction between the programming models and instruction sets of vertex shaders and pixel shaders should go away. It would be soooo nice for developers to be able to program to a single instruction set for both.

As to whether the architectures for vertex and pixel processors should be the same, it's a good question, and time will tell the answer. It's not clear to me that an architecture for a good, efficient, and fast vertex shader is the same as the architecture for a good and fast pixel shader. A pixel shader would need far, far more texture math performance and read bandwidth than an optimized vertex shader. So, if you used that pixel shader to do vertex shading, most of the hardware would be idle, most of the time. Which is better—a lean and mean optimized vertex shader and a lean and mean optimized pixel shader or two less-efficient hybrid shaders? There is an old saying: "Jack of all trades, master of none."

~
Reader Question: Will we see non-uniform rasterization, streaming ray-casts, or equivalent features to enable the kind of graphics we really want—real-time, dynamic lighting with a large number of lights?—Jason_Watkins

David Kirk: Yes.

Over time, everything that has been hardwired and fixed-function will become general-purpose. This will enable much more variety in graphics algorithms and ultimately, much more realism.

The good news, for my job security, is that graphics is still ultimately very very hard. Tracing streaming rays in all directions, reflecting between all of the objects, lights, and fog molecules in parallel is extremely hard. Nature does it . . . in real time! However, nature does it by using all of the atoms in the universe to complete the computation. That is not available to us in a modern GPU :).

Graphics will continue to be a collection of clever tricks, to do just enough work to calculate visibility, lighting, shadows, and even motion and physics, without resorting to brutishly calculating every detail. So, I think that there's a great future both in more powerful and flexible GPUs as well as ever more clever graphics algorithms and approaches.

~
Question: With all of the pressing towards more powerful graphics cards to handle features such as FSAA and anisotropic filtering, why do we still use inefficient, "fake" methods to achieve these effects?—thalyn

David Kirk: Looking at my answer from the question about ray-casting and lighting effects, graphics is all "fake" methods. The trick is to perform a clever fake and not get caught! All graphics algorithms do less work than the real physical universe but attempt to produce a realistic simulation.
I think, unless someone finds some obscure mod I was not aware of, that you cannot upgrade DLSS 1 games. DLSS 1 was completely different than the following tech.

Anything DLSS 2 & 3 can be upgraded with any versions of the .dll file though, that is 100% certain.
Is that because DLSS1 required training in the cloud? Or something like that, IIRC.

To me it seems PSSR is equivalent to DLSS1... Sony still has a long way to go.

Any chance MFG can be forced on 40 series cards?
It won't work, RTX 40 series lack certain circuitry (Flip Metering):
 

Zathalus

Member
Hmmm, interesting and maybe a bit disappointing...

nVidia (dedicated Tensor cores) vs AMD (modified CUs) reminds me of the 20-year old discrete pixel/vertex shaders vs unified shaders debate.

In the end unified shaders won, but I'm not sure if Sony/AMD PSSR/FSR4 approach will win in the end...
The AMD RDNA4 approach has already lost, UDNA is switching to dedicated ML units (Matrix Accelerators) like CDNA2/3 has.

Although PSSR doesn’t have anything to do with WMMA or Matrix accelerators. As long as the TOPs performance is there, PSSR will probably run on anything.
 
Last edited:

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
I'm wondering why Sony cannot do the same with PSSR, but instead game devs have to patch games for the latest PSSR version.
Yeah me too, I think that sucks, and same with games locked to 30fps. I guess the games just weren't ready for the new tech, should be smooth sailing for any new games.

I didn't know dlss on quality adds latency. So should I use on balanced?
Were did you get that from? Afaik, only thing that affects latency is frame gen, not the AI scaling.

Anyone know when all these DLSS features are going live for the previous series? With the launch of the 50 series maybe?
Checked on the web and seems like it will release with the 5xxx series.
 

PaintTinJr

Member
I'm wondering why Sony cannot do the same with PSSR, but instead game devs have to patch games for the latest PSSR version.

Interesting explanation.

Do you think there's any chance nVidia will follow Sony/AMD's approach and unify those units?
Eventually IMO, but I think Nvidia will fight it with marketing for a coupe of years. But the gains for PS6 and future RDNA low power devices to maximise the versatility of pricey cache modules and scale ML performance proportionally with price/size seem like a nice advantage to offer more bang per buck. The MFG latency stuck at a pointless 33ms for 90% fake frames at +200fps feels like a marketing stop gap from Nvidia that they'll ditch if they were competing with AMD with at real 90fps with FSR4 at DLSS2 image quality + ray reconstruction and latency of 11ms.
 

Fess

Member
I love Nvidia but that conference was practically indecipherable. Bro was rapid firing off buzzwords to the point it was almost meaningless to me and I feel like I know more about this stuff than the average person. Granted I was kinda stoned but he was absolutely going off.

LLAMA NEMOTRON AI HR AGENTS. HERE LOOK AT A WAREHOUSE OF ROBOTS. I LOVE VIRTUA FIGHTER.

Guy was all over the place. Stage presence and aura are through the roof though.
Well I watched it all and understood about 5% of it, sober, so yeah I can agree on that. But he’s extremely good on stage, maybe too good because he doesn’t let anybody else up there.
I wonder when his villain arch is going to start, or maybe it’ll be some of the other elites at the big corporations, maybe Musk or Zuckerberg. I’ve seen far too many sci-fi movies to not think the planet is fucked as soon as we start thinking AI is the solution to anything important.
 
Under the hood stuff is rendered at lower resolution (definitely), TAAed (definitely), denoised using NN (most likely).
It is pretty natural to lose detail here, it is rather unnatural to improve pics.

Particularly bad will be small, quickly moving objects, e.g. raindrops. As with any other TAA derivative.

I think the shared pics that I've mentioned earlier were thought to be better by the original poster too. I had to zoom in a bit to see the diff and that's not what gamers normally do, cough.

Which hints at, in my opinion, a huge elephant in the room: people try to game at resolutions that are higher than their eyes can properly perceive.
There's no elephant in the room. People's eyesight is not to blame like you think, the DLSS image simply looks better.

You still think that DLSS simply upscales lower resolution, and that's the problem. You can't understand how it's possible to render more detail from lower resolution image.In reality DLSS doesnt upscale resolution. DLSS image reconstruction (that's how Nvidia engineers call it) reduce internal resolution in the first step (to improve framerate), but it will rebuild resolution in the final image based on data from multiple previous frames.

4K native frame has 8 million pixels, but DLSS (quality) will use multiple 1440p 3.6 million pixel frames to generate the final image. DLSS has data consisting from well over 20 million of pixels, and that's why DLSS image can look better than 8 million pixels frame (4K TAA).



Shadow Of The Tomb Raider used version 2.0, and DLSS image was already better than native 4K. You can clearly see more detail in the DLSS image in the distant buildings and textures.

DLSS technology has improved further since then and now the latest 3.8.1 DLSS can outperform native TAA even in performance mode.

TAA Native

N.jpg


DLSS 3.8.1 Quality

Q.jpg


DLSS 3.8.1 Performance

P.jpg



TAA native

TAA-native.jpg


DLSS 3.8.1 Quality

DLSS-Q.jpg


DLSS 3.8.1 Performance

DLSS-P.jpg


TAA has a little bit more sharpening mask, compared to DLSS default settings, but the DLSS image have clearly more detail in the static image and it's also not blurred during motion (the difference is huge in this particular game). With reshade filters on top of that, the DLSS image is perfectly sharp, but for some strange reason reshade filters are not saved on screenshots when games use the Vulkan API.

As anyone can see, even DLSS performance can deliver better image quality than native TAA, and if you combine "DLSS performance" + "DLDSR2.25", the TAA looks like an upscaled image in comparison (and you still get big performance boost even with DLDSR!!). If you only own RTX card it simply doesnt make sense to play at TAA native, because you will get not only worse image quality, but also performance. DLSS image reconstruction will soon be upgraded with a new 'transformer' model, and perhaps even DLSS ultra performance will be able to beat native TAA (will see).

DLSS-Super-Resolution-with-New-Transformer-Model-Horizon-Forbidden-West-2160p-60fps-VP9-128kbit-AAC.jpg
 
Last edited:

llien

Member
You can't understand how it's possible to render more detail from lower resolution image.
Lol. No. But whatever.


DLSS has data consisting from well over 20 million of pixels, and that's why DLSS
AI DLSS, the 1.0 version, has gigazillion of pixels and had been trained in datacenters on zillion of GPUs.
It has centuries of running on GPUs behind its neural networks. It was trained on gazillion of games.
That is why it is a superior solution, beating puny TAA derivatives!

Oh wait a sec... :D

Don't feed me marketing bazinga, kid.

There clearly are places where, especially at modest upscale, glorified TAA derivative can indeed address some of the illnesses of TAA. But it's nowhere always, nor universal. Feed marketing buzzword to people who think technology is magic, it might impress them. Neural radiance and "transformer over CNN" are the latest highlights to impress with.
 
Last edited:

Zathalus

Member
There's no elephant in the room. People's eyesight is not to blame like you think, the DLSS image simply looks better.

You still think that DLSS simply upscales lower resolution, and that's the problem. You can't understand how it's possible to render more detail from lower resolution image.In reality DLSS doesnt upscale resolution. DLSS image reconstruction (that's how Nvidia engineers call it) reduce internal resolution in the first step (to improve framerate), but it will rebuild resolution in the final image based on data from multiple previous frames.

4K native frame has 8 million pixels, but DLSS (quality) will use multiple 1440p 3.6 million pixel frames to generate the final image. DLSS has data consisting from well over 20 million of pixels, and that's why DLSS image can look better than 8 million pixels frame (4K TAA).



Shadow Of The Tomb Raider used version 2.0, and DLSS image was already better than native 4K. You can clearly see more detail in the DLSS image in the distant buildings and textures.

DLSS technology has improved further since then and now the latest 3.8.1 DLSS can outperform native TAA even in performance mode.

TAA Native

N.jpg


DLSS 3.8.1 Quality

Q.jpg


DLSS 3.8.1 Performance

P.jpg



TAA native

TAA-native.jpg


DLSS 3.8.1 Quality

DLSS-Q.jpg


DLSS 3.8.1 Performance

DLSS-P.jpg


TAA has a little bit more sharpening mask, compared to DLSS default settings, but the DLSS image have clearly more detail in the static image and it's also not blurred during motion (the difference is huge in this particular game). With reshade filters on top of that, the DLSS image is perfectly sharp, but for some strange reason reshade filters are not saved on screenshots when games use the Vulkan API.

As anyone can see, even DLSS performance can deliver better image quality than native TAA, and if you combine "DLSS performance" + "DLDSR2.25", the TAA looks like an upscaled image in comparison (and you still get big performance boost even with DLDSR!!). If you only own RTX card it simply doesnt make sense to play at TAA native, because you will get not only worse image quality, but also performance. DLSS image reconstruction will soon be upgraded with a new 'transformer' model, and perhaps even DLSS ultra performance will be able to beat native TAA (will see).

DLSS-Super-Resolution-with-New-Transformer-Model-Horizon-Forbidden-West-2160p-60fps-VP9-128kbit-AAC.jpg

Don't bother, he is firmly in the mindset Nvidia = bad. You're just a filthy green supporter (his words) if you dare buy Nvidia hardware or think DLSS is good. Oh and he might call you John for some reason.
 
Last edited:
Don't bother, he is firmly in the mindset Nvidia = bad. You're just a filthy green supporter (his words) if you dare buy Nvidia hardware or think DLSS is good. Oh and he might call you John for some reason.
It's funny how he ignored my comparison, which clearly showed that the DLSS image had more detail compared to the TAA native. This guy ignores reality, and would rather believe that people have eyesight problems than admit that DLSS offers better results.

We have to wait until FSR 4 is widespread before ML based upscaling magically stops becoming "evil".
The AMD guys can't use DLSS and that's probably why they pretend TAA looks better, but you're right, once FSR supports ML on radeon cards and looks comparable to DLSS they'll finally start to see reality.
 

MMaRsu

Member
It's funny how he ignored my comparison, which clearly showed that the DLSS image had more detail compared to the TAA native. This guy ignores reality, and would rather believe that people have eyesight problems than admit that DLSS offers better results.


The AMD guys can't use DLSS and that's probably why they pretend TAA looks better, but you're right, once FSR supports ML on radeon cards and looks comparable to DLSS they'll finally start to see reality.

Eh another clown for the ignore list, if you have no interest in discussing the topic with truth don't bother posting (illien)
 

PaintTinJr

Member
There's no elephant in the room. People's eyesight is not to blame like you think, the DLSS image simply looks better.

You still think that DLSS simply upscales lower resolution, and that's the problem. You can't understand how it's possible to render more detail from lower resolution image.In reality DLSS doesnt upscale resolution. DLSS image reconstruction (that's how Nvidia engineers call it) reduce internal resolution in the first step (to improve framerate), but it will rebuild resolution in the final image based on data from multiple previous frames.

4K native frame has 8 million pixels, but DLSS (quality) will use multiple 1440p 3.6 million pixel frames to generate the final image. DLSS has data consisting from well over 20 million of pixels, and that's why DLSS image can look better than 8 million pixels frame (4K TAA).



Shadow Of The Tomb Raider used version 2.0, and DLSS image was already better than native 4K. You can clearly see more detail in the DLSS image in the distant buildings and textures.

DLSS technology has improved further since then and now the latest 3.8.1 DLSS can outperform native TAA even in performance mode.

TAA Native

N.jpg


DLSS 3.8.1 Quality

Q.jpg


DLSS 3.8.1 Performance

P.jpg



TAA native

TAA-native.jpg


DLSS 3.8.1 Quality

DLSS-Q.jpg


DLSS 3.8.1 Performance

DLSS-P.jpg


TAA has a little bit more sharpening mask, compared to DLSS default settings, but the DLSS image have clearly more detail in the static image and it's also not blurred during motion (the difference is huge in this particular game). With reshade filters on top of that, the DLSS image is perfectly sharp, but for some strange reason reshade filters are not saved on screenshots when games use the Vulkan API.

As anyone can see, even DLSS performance can deliver better image quality than native TAA, and if you combine "DLSS performance" + "DLDSR2.25", the TAA looks like an upscaled image in comparison (and you still get big performance boost even with DLDSR!!). If you only own RTX card it simply doesnt make sense to play at TAA native, because you will get not only worse image quality, but also performance. DLSS image reconstruction will soon be upgraded with a new 'transformer' model, and perhaps even DLSS ultra performance will be able to beat native TAA (will see).

DLSS-Super-Resolution-with-New-Transformer-Model-Horizon-Forbidden-West-2160p-60fps-VP9-128kbit-AAC.jpg

The big problem with this post is that the windmill you are using for comparison is right in the region where it should begin being occluded by fog, so the 'more detail' as an assertion of correctness is tenuous. I would argue they all look wrong. TAA is tonally correct but under-sampled resulting in broken aliased edges, but the other two are too soft, with the quality DLSS being too tonally dark.

Then in the CNN vs New Transformer image, without marketing labelling guiding the viewer to the right image, both images have as many advantages and disadvantages over the other.

As for the comparison between native and DLSS in the Tomb raider video, native is still superior by the reviewer's own comment about the the canopy artefacts in the DLSS render at the very first comparison. Can ML AI look better than native in stills? most definitely. Is native typically superior in motion and latency and generally correct but under sampled at worst? Yes. On that basis are we at the point of saying ML AI can be superior to native in motion over a full game play through? no, not universally.
 
Top Bottom